Cover Image
市場調查報告書

虛擬實境(VR)-娛樂體驗的破壞

Virtual Reality - Disrupting the Entertainment Experience

出版商 Parks Associates 商品編碼 421263
出版日期 內容資訊 英文 47 Pages
商品交期: 最快1-2個工作天內
價格
Back to Top
虛擬實境(VR)-娛樂體驗的破壞 Virtual Reality - Disrupting the Entertainment Experience
出版日期: 2017年06月14日 內容資訊: 英文 47 Pages
簡介

本報告提供VR硬體設備與其技術的相關調查,VR頭戴裝置的主要5家企業和其代表產品,產業策略,主要VR頭戴裝置的技術、功能比較,各地區的滲透率的預測等彙整。

第1章 報告主旨

第2章 虛擬實境(VR)市場概要

  • VR頭戴裝置的類別
  • VR頭戴裝置的引進
  • VR頭戴裝置的引進阻礙因素

第3章 虛擬實境(VR)產品詳細內容和企業策略

  • Facebook / Oculus / Rift
    • 願景、策略
    • 頭戴裝置詳細內容
  • HTC / Vive
  • SONY / PlayStation VR
  • Samsung / Gear VR
  • Google / Daydream VR
  • VR頭戴裝置比較分析:優點與缺點
  • 其他VR頭戴裝置
    • Oculus Santa Cruz
    • Intel's Project Alloy
    • Sulon Q
    • Alcatel Vision
    • Windows 10 VR Headsets
    • Fove VR
    • StarVR
    • OSVR

第4章 虛擬實境(VR)的支援技術

  • 追蹤、控制技術
    • 旋轉追蹤
    • 位置追蹤
    • 行動追蹤
    • 視線追蹤
    • 感測融合
  • 未來革新

第5章 虛擬實境(VR)頭戴裝置的滲透率預測

  • 預測前提
  • 預測手法

第6章 建議

第7章 附錄

圖表

目錄

Virtual reality has the potential to impact multiple industries with its versatility and ever-increasing applications, including entertainment, communication, and productivity, among others. With devices entering the market and consumers gaining interest in the technology, both hardware companies and content creators are eager to leverage VR technology to redefine the user experience. This report studies virtual reality hardware including headsets and peripherals. It assesses five VR headset market leaders, their products, and their strategies, as well as additional noteworthy headsets both on market and in development. It explains the differences among the various VR techniques and assesses how these methods are shaping VR product development. This report includes five-year global forecasts of households adopting VR headsets.

image1

Table of Contents

1.0 Report Summary

  • 1.1 Purpose of Report
  • 1.2 Research Approach/Sources

2.0 Virtual Reality Market Overview

  • 2.1 VR Headset Categories
  • 2.2 VR Headset Adoption
  • 2.3 Key Factors Limiting Mainstream Adoption

3.0 VR Product Details and Company Strategies

  • 3.1 Facebook / Oculus / Rift
    • 3.1.1 Vision and Strategy
    • 3.1.2 Headset Details
  • 3.2 HTC / Vive
    • 3.2.1 Vision and Strategy
    • 3.2.2 Headset Details
  • 3.3 Sony / PlayStation VR
    • 3.3.1 Vision and Strategy
    • 3.3.2 Headset Details
  • 3.4 Samsung / Gear VR
    • 3.4.1 Vision and Strategy
    • 3.4.2 Headset Details
  • 3.5 Google / Daydream VR
    • 3.5.1 Vision and Strategy
    • 3.5.2 Headset Details
  • 3.6 VR Headset Comparisons: Strengths and Weaknesses
  • 3.7 Other Headsets of Note
    • 3.7.1 Oculus Santa Cruz
    • 3.7.2 Intel's Project Alloy
    • 3.7.3 Sulon Q
    • 3.7.4 Alcatel Vision
    • 3.7.5 Windows 10 VR Headsets
    • 3.7.6 Fove VR
    • 3.7.7 StarVR
    • 3.7.8 OSVR

4.0 Supporting Technology and Peripherals

  • 4.1 Tracking and Control
    • 4.1.1 Rotational Tracking
    • 4.1.2 Positional Tracking
    • 4.1.3 Hand and Body Tracking and Control
    • 4.1.4 Eye Tracking and Control
    • 4.1.5 Sensor Fusion
  • 4.2 Future Innovations

5.0 Forecast: Global Virtual Reality Headset Penetration, 2017-2021

  • 5.1 Forecast Assumptions
  • 5.2 Forecast Methodology

6.0 Implications and Recommendations

7.0 Appendix

  • 7.1 Glossary
  • 7.2 Index
  • 7.3 Image Sources

Figures

  • Virtual Reality Timeline
  • VR Head-mounted Display Tiers
  • VR Headsets: Ownership, Purchases, and Purchase Intentions
  • Consumer Familiarity with VR/AR Headsets
  • Appeal of VR Use Cases to Purchase Intenders
  • User Experience with Virtual Reality Headsets
  • Oculus Rift Profile
  • HTC Vive Profile
  • PlayStation VR Profile
  • Gear VR Profile
  • Daydream VR Profile
  • Leading VR Headset Comparisons: Strengths and Weaknesses
  • VR Movement: Six Degrees of Freedom
  • Consumer VR Headset Forecast Methodology
  • VR Global Forecast: Households Owning VR Devices by Region, 2017-2021
Back to Top